Leveling Laura
Laura doesn’t have many low-hitting hit-confirm combos, so you can make her life more difficult by being evasive, using jumps and backdashes when she’s next to you. However, good Laura players will adapt and start committing to counter-hitting your backdash with standing
, turning the close-range scrambles into a rock/paper/scissors guessing game. You want to avoid close range as much as possible, depending on your character.
Her attacks canceled into Linear Movement – Avante are generally unsafe (although she’s only -3 off of crouching 
Linear Movement – Avante). If she gets you to block LP Bolt Charge, she’s at -2, so you can force her to at least block light attacks, giving you a swing in advantage. All other Bolt Charge versions are at least -7 on block, easily punishable with medium-strength combos.
Additionally, she has nothing completely invincible on wakeup aside from her Critical Art, so you can safely use meaty attacks against her when she doesn’t have a full EX Gauge (her EX Bolt Charge doesn’t armor up until the third frame). As the saying goes, the best defense is a good offense, particularly against Laura. You want to force her to make the difficult decisions, otherwise you’ll be on the receiving end of her plethora of throws and hit-throws (which you can’t back recover away from to safety).